Framework for graphics animation and compositing operations

ABSTRACT

A graphics animation and compositing operations framework has a layer tree for interfacing with the application and a render tree for interfacing with a render engine. Layers in the layer tree can be content, windows, views, video, images, text, media or other type of objects for an application&#39;s user interface. The application commits state changes of the layers of the layer tree. The application does not need to include explicit code for animating the changes to the layers. Instead, after a synchronization threshold has been met, an animation is determined for animating the change in state by the framework which can define a set of predetermined animations based on motion, visibility and transition. The determined animation is explicitly applied to the affected layers in the render tree. A render engine renders from the render tree into a frame buffer, synchronized with the display. Portions of the render tree changing relative to prior versions can be tracked to improve resource management.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a Continuation of U.S. patent application Ser. No.11/500,154, filed Aug. 4, 2006, entitled “FRAMEWORK FOR GRAPHICSANIMATION AND COMPOSITING OPERATIONS,” the entire contents of which arehereby incorporated by reference as if fully set forth herein, under 35U.S.C. §120.

FIELD OF THE DISCLOSURE

The subject matter of the present disclosure relates to a framework forhandling graphics animation and compositing operations for a graphicaluser interface of a computer system application.

COMPUTER PROGRAM LISTING

The following table shows 14 source code files of an applicationprogramming interface that are provided as computer program listing on acompact disc in read only format and are hereby incorporated byreference.

TABLE 1 Computer Program Listing Appendix Last # File Size Type Modified1 LayerKit 1 KB Header File 5/22/2006 7:17 PM 2 LKAnimation 8 KB HeaderFile 5/22/2006 7:15 PM 3 LKBase 3 KB Header File 5/22/2006 7:15 PM 4LKConstraintLayoutManager 3 KB Header File 5/22/2006 7:15 PM 5LKFilterInfo 1 KB Header File 5/22/2006 7:15 PM 6 LKLayer 16 KB  HeaderFile 5/22/2006 7:15 PM 7 LKObject 3 KB Header File 5/22/2006 7:15 PM 8LKOpenGLLayer 3 KB Header File 5/22/2006 7:15 PM 9 LKScrollLayer 2 KBHeader File 5/22/2006 7:15 PM 10 LKTextLayer 3 KB Header File 5/22/20067:15 PM 11 LKTiming 3 KB Header File 5/22/2006 7:15 PM 12LKTimingFunction 2 KB Header File 5/22/2006 7:15 PM 13 LKTransaction 3KB Header File 5/22/2006 7:15 PM 14 LKTransform 4 KB Header File5/22/2006 7:15 PM

BACKGROUND

Mac OS X provides prior art graphics and imaging frameworks fordevelopers to create “views” for graphical user interfaces (GUIs) of acomputer application. (MAC OS is a registered trademark of AppleComputer Inc. of Cupertino, Calif.) For example, Cocoa is anobject-oriented application environment that developers can use todevelop Mac OS X native applications. Apple's Cocoa ApplicationFramework (also referred to as Application Kit or AppKit) is one of thecore Cocoa frameworks. Application Kit provides functionality andassociated Application Programming Interfaces (APIs) for applications,including objects for graphical user interfaces, event-handlingmechanisms, application services, and drawing and image compositionfacilities.

NSView is part of Cocoa's Objective-C API and is an abstract class thatdefines basic drawing, event-handling, and printing architecture ofapplications. With NSView, each “view” of an application's GUI is dealtwith using local coordinates, and each view is positioned relative toits parent view in a hierarchical fashion. Using a view hierarchy isuseful for building complex user interfaces out of modular parts. TheApplication Kit framework is used to develop NSView-based applications.This framework contains objects needed to implement a graphical,event-driven user interface that includes windows, dialogs, buttons,menus, scrollers, text fields, etc. Application Kit framework handlesthe drawing of objects, communicates with hardware devices and screenbuffers, clears areas of the screen before drawing, and clips views.

GUIs for computer applications have increased in complexity and areusually designed to handle views, animations, videos, windows, frames,events, etc. Even with the increased complexity, the goal of developersis to make the GUIs more tactile and natural in appearance. Accordingly,developers must consider how to create and manage the GUIs for computerapplications with this goal in mind.

Referring to FIG. 1A, a rendering process 100 according to the prior artis schematically illustrated. In the rendering process 100, anapplication 110, which can be based on NSView as discussed above, inputsGUI information into a backing store 120 and issues rendering commandsto the render engine 130. The render engine 130 renders the GUIinformation from the backing store 120 into a frame buffer 140. Therender engine 130 can use Apple's Core Image and Core Video. Core Imageis an image processing framework, and Core Video is a video processingframework. Scan-out hardware 150 then outputs the rendered informationin the frame buffer 140 to a display 160 using a frame rate 180 of thedisplay 160.

This prior art rendering process 100 has no built-in framework foranimating objects or views. Instead, the NSView-based application 110handles animation explicitly by moving views around, resizing views,etc. To provide animation, most NSView-based applications 110 developedin the art resort to using “snapshots” of the views and compositing thesnapshots using other facilities. In FIG. 1A, the application 110 isshow having a pseudo-code loop 112 for animating movement of an objector view for the application's GUI. In this simplified example, theobject or view is being moved from a start point A to an end point B(e.g., the application 110 may receive user input moving a view from astarting position on the display to an ending position). The typicaldeveloper of the application 110 does not want the object to disappearfrom point A on the display 160 and suddenly appear at point B on thedisplay 160 because users prefer a more gradual or “natural” movement.

To make the movement more gradual or “natural,” the developer of theapplication 110 typically animates the movement of the object from startpoint A to end point B using explicit code such as code segment or loop112. In this simplified code, the loop 112 is used to animate the objectby incrementally moving the object some distance X for each iteration ofthe loop 112. FIG. 1B shows some resulting positions of an object orview 164 as it would appear incrementally on displayed results 162 asthe application 110 of FIG. 1A performs the animation of the object 164with the iterative loop 112 of FIG. 1A. The number of steps or“snapshots” used to animate the movement of the object 164 is decided bythe developer. In addition to such an iterative loop 112 for movingobjects, the developer must include explicit code in the application 110to implement any form of animation (e.g., fade-in, fade-out, resize,etc.) for an object.

In addition to requiring explicit animation in the application 110, thedata structures and painting model for NSView present problems when theapplication 110 has dynamic content. For example, NSView makes noparticular distinction between changes in content and layout and is notwell tuned for continuous re-layout. As an NSView object is moved, forexample, it creates “damage” to content in its wake that requires otherviews to be redrawn. Redrawing a view typically invokes themodel-to-view mapping code of NSView-based application 110 and requiresexpensive computations to be performed (particularly if the model dataneeds to be retrieved over a network).

The timing of services for this form of application 110 offers someadditional difficulties for developers. Most animations are done usingone or more timers (e.g., the embedded loops or iterative steps 112) inthe main event loop of the application 110. Therefore, the duty cycle ofthe timer for the animation is completely dependent on how fast theapplication 110 services its main event loop. Although some events canbe handled quickly, other events may take much longer and may actuallybe subject to I/O delays.

In addition, the frame buffer 140 and scan-out hardware 150 operateunder a frame rate 180 to output information to the display 160. Theframe rate 180 is typically about 60-Hz. To improve the handling ofevents, developers attempt to operate the application 110 insynchronization with the frame rate 180 of the hardware. In this way,the majority of events of the application 110 can be timely handledwithin the main loop of the application 110 and rendered to the display160 at the frame rate 180. However, maintaining such a consistent framerate of 60-Hz. in the main loop of the application 110 can be difficult.Furthermore, determining what actual frame rate to use and determiningwhen to initiate the timer to keep it in sync with video blanking of thescan-out hardware 150 is not readily apparent in a given context becausethe application 110 is not given intimate knowledge of the video display160 and its associated hardware 150.

In addition to presenting problems for developers with respect toanimation and event handling, the NSView-based application 110 may haveproblems related to layout of the GUI for the application 110. Forexample, a number of constraints must typically be applied to views whenthey are resized for display. One of the views may have a fixed absolutesize, while other views may be designed to change size with thecomposition. Additionally, many views (e.g., text or web views) mustexplicitly change how they are represented as a function of the actualsize at which they are to be displayed. Consequently, the text or webview may need to invoke its own layout techniques when it is resized.Developers of the NSView-based application 110 must explicitly handlethese types of complex issues.

The subject matter of the present disclosure is directed to overcoming,or at least reducing the effects of, one or more of the problems setforth above.

SUMMARY

A framework for performing graphics animation and compositing operationsis disclosed. The framework is used as part of rendering process torender a user interface of an application for display on a computersystem. The framework is divided into two processes. A layer treeprocess interfaces with the application, and a render tree processinterfaces with a render engine. The layer tree process has a first datastructure or layer tree that contains object or layers associated withthe user interface of the application. The layers can be content,windows, views, video, images, text, media, or any other type of objectfor a user interface of an application. The render tree process isseparate from the layer tree process and does not interface with theapplication. The render tree process has a second data structure orrender tree that contains object or layers associated with the layertree. The render engine renders from the render tree.

When the application changes or is manipulated to change a layer of theuser interface (e.g., a user moves a layer from a first position to asecond position in a window of the user interface), the layer treeprocess receives the changes from the application and implements thechanges directly to the layer tree. The changes from the applicationchange the state of one or more layers in the layer tree. For example,if a layer has been moved in the application, then attributes describingthe position of the affected layer in the layer tree will change. Fromthe change in state of the affected layer in the layer tree, ananimation and compositing process independent from the applicationdetermines what animation to use to animate the change of the affectedlayer. The animation and compositing process then implements thedetermined animation on the affected layer of the render tree. Then, therender engine renders the layers in the render tree into a frame bufferof the computer system.

In one technique to improve resource usage, the framework can focus ondirty regions of the render tree when rendering. A “dirty region” is oneor more layers or objects of the render tree that have changed relativeto their immediate prior versions. For example, the dirty regions can beindicated by change objects added to the associated layers of the rendertree that have been changed relative to their immediately prior version.The change objects are updated at each transaction of rendering therender tree. During rendering, the render engine renders only thoselayers that have changed relative to their immediately prior version.

In another technique to improve resource usage, user interfaceinformation from an application is stored to a first buffer. A bufferhandler receives a first update region of the user interface informationfrom the application. In response, the buffer handler stores the userinterface information from the first buffer into a second buffer exceptfor the first update region. The render engine renders from the secondbuffer for display on the computer system, and the buffer handler marksthe first buffer as purgeable. During subsequent processing, the bufferhandler determines whether the first buffer has been reclaimed inresponse to receiving a second update region from the application. Ifthe first buffer has not been reclaimed, buffer handler can use thefirst buffer again.

The foregoing summary is not intended to summarize each potentialembodiment or every aspect of the present disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing summary, preferred embodiments, and other aspects of thepresent disclosure will be best understood with reference to a detaileddescription of specific embodiments, which follows, when read inconjunction with the accompanying drawings, in which:

FIG. 1A illustrates a rendering process according to the prior art.

FIG. 1B illustrates example results of the prior art rendering processof FIG. 1A.

FIG. 2A illustrates an embodiment of a rendering process according tocertain teachings of the present disclosure.

FIG. 2B illustrates example results of the rendering process of FIG. 2A.

FIG. 3 illustrates a rendering process showing an embodiment of aframework for graphics animation and compositing according to certainteachings of the present disclosure.

FIG. 4 illustrates details of the rendering process and framework ofFIG. 3 in flow chart form.

FIGS. 5A through 5C illustrate details of layers for the framework ofFIG. 3.

FIG. 6 illustrates a rendering process having a framework and a bufferhandler according to certain teachings of the present disclosure.

FIG. 7 illustrates details of the rendering process of FIG. 6 in flowchart form.

While the subject matter of the present disclosure is susceptible tovarious modifications and alternative forms, specific embodimentsthereof have been shown by way of example in the drawings and are hereindescribed in detail. The figures and written description are notintended to limit the scope of the inventive concepts in any manner.Rather, the figures and written description are provided to illustratethe inventive concepts to a person skilled in the art by reference toparticular embodiments, as required by 35 U.S.C. §112.

DETAILED DESCRIPTION

I. Overview of Layer Kit Framework

Referring to FIG. 2A, one embodiment of a rendering process 200according to certain teachings of the present disclosure isschematically illustrated. In the rendering process 200, an application210 inputs graphical user interface (GUI) information into a backingstore (not shown), and a layer kit framework 220 is used to process theGUI information in the backing store. Once the framework 220 hasprocessed the GUI information, a render engine 230 renders the processedinformation into a frame buffer 240. Although not shown in FIG. 2A, therender engine 230 typically renders processed information into anassembly buffer that is then composited into the appropriate location ofthe frame buffer 240. When compositing is completed, scan-out hardware250 outputs the rendered information in the frame buffer 240 to adisplay 260 using a frame rate 280 of the display 260.

The processing performed by the layer kit framework 220 includesgraphics animation and compositing operations for the application 210.To perform the operations, the layer kit framework 220 divides theprocessing into a layer tree 222 and a render tree 226. In this two-treeapproach, the layer tree 222 is exposed to the application 210 and isused for implicit animation and implicit layout of graphics objects(also referred to herein as layers). On the other hand, the render tree226 is manipulated and is traversed by the render engine 230.

As will be discussed in more detail later, the layer tree 222 includes adata structure that interfaces with the application 210. The datastructure of the layer tree 222 is configured to hold a hierarchy oflayers. The layers are objects having various properties and attributesand are used to build the GUI of the application 210. (The terms“property” and “attribute” may be used interchangeably in the presentdisclosure). In general, for example, the layers can include content,windows, views, video, images, text, media, etc. The data structure ofthe layer tree 222 is preferably as small and compact as possible.Therefore, many of the attributes of the layers preferably have defaultvalues kept in an extended property dictionary, such as NSDictionary ofApple's Cocoa application environment.

During operation, the application 210 interacts with the layer tree 222of the framework 220 to manipulate the hierarchy of layers in the layertree 222. The application 210 can be any computer application or clientprocess that manipulates or changes the layers being displayed. When theapplication 210 commits an event or change to the layer tree 222, theframework 220 determines what events or changes are made at each layerby the application 110. These events or changes in the layer tree 222are then committed to an animation and compositing process 224 of theframework 220. This process 224 determines one or more implicitanimation functions of the framework 220 to use on the layer tree 222based on the committed events or changes for each layer of the layertree 222.

The animation and compositing process 224 then performs explicitanimation of the events or changes and configures the layout of thelayers in the render tree 226. The animation and layout of the rendertree 226 are then rendered by the render engine 230 and output to theframe buffer 240. Any manipulations of layers made by the application210 to the layer tree are not evaluated at the frame rate 280 of thedisplay 260. Instead, changes in the render tree 226 are traversed andupdated at the frame rate 280.

As alluded to above, the framework 220 separates the animation andcompositing of layers from the application 210. For example, when theapplication 210 makes changes, the affected layers in the layer tree 222are instantly changed from one state to another. State changes reflectedin the layers of the layer tree 222 are then “percolated” to thephysical display 260 by animating the changes and compositing the layersof the render tree 226 from the initial state of the layers to theirfinal or end-state. This form of animation and composition is referredto herein as “implicit animation” and is part of the animation andcompositing process 224 of FIG. 2A.

By using implicit animation in the framework 220, the application 210does not have to include code for animating changes (e.g., movement,resizing, etc.) of layers to be displayed. Accordingly, any coderequired for animating layers can be minimized in the application 210.As shown in simplified form in FIG. 2A, for example, the application 210may not require an embedded loop for animating changes to the layers.Instead, the application 210 includes code that indicates a change inthe state of a layer (e.g., indicates a change in position of a layer).The framework 220 determines from the changes made to the layers in thelayer tree 222 what implicit animation to perform on the layers, andthen the framework 220 explicitly performs that animation on the layersusing the render tree 226. Accordingly, animations can be abstracted insuch a way that the code of the application 210 does not need to run atthe frame rate 280. This allows the animation for objects/layers to bedecoupled from the logic of the application 210 and allows theapplication 210 and the animations to run on separate threads in therendering process 200.

The animation and compositing process 224 can perform a number ofdifferent types of animation on layers or objects. For example, if theapplication 210 operates on the layer tree 222 to change a layer fromstart point A to end point B in the GUI for the application 210, theanimation and compositing process 224 automatically manipulates (i.e.,without application 210 input) the representation of that layer in therender tree 226 to animate its movement from point A to point B on thedisplay 260. In another, example, if the application 210 operates on thelayer tree 222 to add a new layer to the layer tree 222, the animationand compositing process 224 may automatically manipulate the render tree226 to fade in the new layer. In yet another example, if the application210 operates on the layer tree 222 to replace an existing layer with anew layer, the animation and compositing process 224 automaticallymanipulates the render tree 226 to animate a transition from theexisting layer to the new layer.

To help illustrate how the application 210 changes the state of layersin the layer tree 222, FIG. 2B shows an example result 212 of a layer214 of the layer tree 222 of FIG. 2A being changed from a start state toan end state by the application 210 of FIG. 2A. In this example, thelayer 214 is schematically represented as an object in a layout boundary216 and is shown moved from a start state A to an end-state B (e.g., auser of the application's GUI has moved a window from one point A on thescreen to another point B).

Returning to FIG. 2A, the state change of the layer made by theapplication 210 are committed almost immediately to the layer tree 222.Once made, the animation and compositing process 224 obtains the changein state of the affected layer from the layer tree 222 using astate-based form of operation. The animation and compositing process 224then uses characteristics of the start-state and end-state of the layersto determine what animation to use to arrive at the end-state of thelayers for display. Finally, the process 224 explicitly applies thedetermined animation and associated layout of the layers to the datastructure of the render tree 226 in a procedural fashion.

To help illustrate the operation of the animation and compositingprocess 224, FIG. 2B shows example results 262 of animation on anaffected layer 264 in a layout boundary 266. The layer 264 is part ofthe render tree 226 of FIG. 2A and is associated with the changed layer214 of FIG. 2B. In this example, the layer 264 is being moved inincrements of a distance X over a period of time from point A on thedisplay 260 to another point B on the display 260, as the animation andcompositing process 224 of FIG. 2A applies the determined animation in aprocedural fashion to the render tree 226 of FIG. 2A. It will beappreciated that several layers can be simultaneously changed andanimated. By separating the animation and compositing from theapplication 210 in FIG. 2A, the framework 220 can better synchronizeanimation with the frame rate 280. In this way, multiple andsimultaneous changes made to the layers by the application 210 can becommitted in synchronization to the display 260.

II. Embodiment of Layer Kit Framework

A. Framework and Rendering Process

Given the above overview of the rendering process and layer kitframework of the present disclosure, we now turn to a more detaileddiscussion of an embodiment of a layer kit framework according tocertain teachings of the present disclosure. In FIG. 3, a renderingprocess 300 is illustrated showing an embodiment of a layer kitframework 310 for graphics animation and compositing operations. Theframework 310 includes a layer tree process 320, a queue 330, animplicit animation process 340, an explicit animation process 350 and arender tree process 360. The framework 310 is part of an object-orientedapplication environment, such as Cocoa, designed for developing Mac OS Xnative applications. Files of an Objective-C API for the layer kitframework 310 have been incorporated herein by reference in the computerprogram listing appendix. The framework 310 can be used to buildinteractive user interfaces for applications. Preferably, the framework310 is compatible with Apple's existing Application Kit framework byusing an NSView subclass to host layers and other properties of theframework 310 as discussed below.

The layer tree process 320 has a data structure or layer tree 322 thatinterfaces with an application 302. Like views of NSView, a layer 324 ofthe framework 310 “draws itself.” When it draws itself, the layer 324 isgiven a CoreGraphics context (CGContext). Unlike NSView, however,rendering commands from the application 302 are not issued immediately,but are instead captured into the retained data structure of the layertree 322 and are then eventually passed over to the render tree process360 for processing. The render tree process 360 can then redraw layers364 in the render tree 362 that are associated with the layers 324 ofthe layer tree 322 with no intervention by the application 302. This isone purpose for separating the layer tree process 320 from the rendertree process 360. The render tree process 360 can always synthesize anup-to-date representation of the layers without needing to call back tothe application 302.

The isolation mentioned above also allows the render tree process 360 tobe implemented in a number of ways, including allowing the render treeprocess 360 to reside in another thread or in another process viaInterprocess Communication (IPC). For example, the render tree process360 can be implemented on an NSTimer on a separate thread from the layertree process 320. The isolation between the layer tree process 320 andthe render tree process 360 also allows the layer tree process 320 to beimplemented in an object language like Objective-C, while the rendertree process 360 can be coded entirely in a procedural language such asC if necessary for performance.

B. Layer Tree and Layers

As shown in FIG. 3, the layer tree 322 is diagrammatically illustratedas a number of layers 324 that are interconnected by dependencies withone another in a hierarchical fashion. It is understood that a computersystem can store the layer tree 322 in any format suitable for thecomputer. Several types of layers 324 can be defined in the framework310. Some possible types of layers include Image layers, CoreGraphicslayers, Text layers, Vector layers (e.g., layers based on CGLayerRef,Client drawable, and display-lists), CoreVideoBuffer or Media layers(e.g., autonomously animating content such as movie or Quark Composer),and other more generic layers.

Before proceeding with the discussion of the rendering process 300 ofFIG. 3, we first turn to a discussion of the layers 324 in the layertree 322 of the framework 310. The layers 324 are substantially similarto “views” of Apple's NSView. Like the “views” in NSView, for example,each layer 324 is associated with a window in which it is displayed, andthe layers 324 are related to one another in a hierarchical fashion ofsuperlayers and sublayers because some layers 324 are subregions ofother layers 324 in a window.

The framework 310 can use the following classes NSArray, NSDictionary,NSEnumerator, LKAnimation, and CIFilter, and the protocol LKAction.NSArray, NSDictionary, NSEnumerator, and CIFilter are known and used inthe art. LKAnimation and LKAction are defined for the disclosedframework 310 of FIG. 3 and are described in the incorporated files. Thebase layer class for layers 324 in the framework 310 is the NSObjectclass. However, the base layer class has specific timing (LKTiming) andobject (LKObject) protocols for the framework 310 of the presentdisclosure.

The LKObject protocol for the layers 324 extends the standardNSKeyValueCoding protocol known in the art by adding support forproperty introspection and customization. All objects implementing theLKObject protocol also implement the NSCoding protocol for objectarchiving. Each object implementing the LKObject protocol exposes a setof properties declared using the standard Objective-C property syntax.These properties are also accessible via the NSKeyValueCoding protocol.When accessing properties whose values are not objects, the standardKey-Value Coding (KVC) wrapping conventions are used with extensions tosupport the following types: CGPoint (NSValue), CGSize (NSValue), CGRect(NSValue), and CGAffineTransform (NSAffineTransform).

Many more details of the layers 324 are discussed herein and areincluded in the incorporated file “LKLayer.” Here, we only brieflymention some of the geometrical and hierarchical properties for layers324 in the framework 310. Many of the properties are similar to thoseused in Core Graphics. Layers 324 have “bounds” or a coordinate systemthat are defined by the property CGRect bounds. The position of a layer324 is defined by the property CGPoint position. The Z component of theposition of a layer 324 is defined by the property CGFloat zPosition.

The frame of a layer 324 is defined by the property CGRect frame. UnlikeNSView, each layer 324 in the layer hierarchy of the framework 310 hasan implicit frame rectangle that is defined as a function of the“bounds,” “transform” and “position” properties. When setting the frameof the layer 324, the “position” and “bounds.size” for the layer 324 arechanged to match the given frame. The frame and bounds model of theframework 310 is similar to that used for Apple's Application Kit, butonly the bounds, offset, and matrix are stored. The frame can becomputed using an instance of “method: (CGRect) frame.”

To help visualize the layers 324, their hierarchy in the layer tree 322,the frame and bounds of the layers 324, and other details, we turnbriefly to FIGS. 5A-5C. FIG. 5A shows an example of a window 500 of agraphical user interface. The window 500 has three layers A, B and C.Much like the view hierarchy used in Apple's NSView, the layers A, B,and C in the window 500 are linked together in a layer hierarchy 505,which is also shown in FIG. 5A. In general, each layer can have anotherlayer as its superlayer and can be the superlayer for any number ofsublayers. As used herein, a superlayer is the layer that is immediatelyabove a given layer in the hierarchy 505, and a sublayer is the layerthat is contained either wholly or partially by the superlayer. In theexample of FIG. 5A, the window's content layer is at the top of thehierarchy 505, and layer A in the hierarchy 505 is the superlayer forthe sublayers B and C.

FIG. 5B shows the hierarchical relationships 510 between the layers A,B, C, and Content in the layer hierarchy 505 of FIG. 5A. Using therelationships 510 for the layers is beneficial for both drawing andhandling events for an application's GUI. In particular, the layerhierarchy 505 of FIG. 5A having the relationships 510 of FIG. 5B permitsmore complex layers to be constructed out of other sublayers and allowseach layer to have its own coordinate system.

In FIG. 5C, for example, the relationships for three example layers520D, 520E, and 520F are shown where layer 520D is the superlayer of520E and where layer 520E is the superlayer of 520F. Each layer 520D,520E, and 520F is defined by a corresponding frame rectangle 530D, 530E,and 530F having its own coordinate system 532D, 532E, and 532F. The“bounds” attribute of the layers 520 defines its coordinate system 532.In general, the frame rectangle 530 of each layer 520 is positionedwithin the coordinate system 532 of its superlayer. Thus, the framerectangle 530E for layer 520E is positioned within the coordinate system532D of layer 520D, and the frame rectangle 530F for layer 520F ispositioned within the coordinate system 532E of layer 520E. When a givenlayer 520 is moved or its coordinate system 532 is transformed (e.g.,rotated, flipped, etc.), all of its sublayers 520 are moved ortransformed along with it. Yet, because each layer 520 has its owncoordinate system 532, the drawing instructions for that layer 520 canbe consistent no matter where the layer 520 is or where its superlayermoves to on a screen.

The frame rectangles 530 essentially define the area of the layers520—i.e., the tablet on which the layers 520 can draw. The framerectangle 530 of a given layer 520 can lie within the frame rectangle530 of its superlayer. In addition, the frame rectangle 530 of a givenlayer 520 can extend outside its superlayer's frame rectangle 530. Forexample, the frame rectangle 530F lies entirely within the framerectangle 530E of its superlayer 520D, but the frame rectangle 530E forlayer 520E extends outside the frame rectangle 530D of its superlayer520D. In contrast to “views” in NSView, the layers 520 can place contentoutside the frame of their parent layers.

Given the above overview of layers, we now return to a discussion inFIG. 3 of how the layers 324 are interrelated to one another toconstruct the layout of the layer tree 322 of the disclosed framework310. The layers 324 in the layer tree 322 are constrained by layerconstraints (not shown in FIG. 3). A constraint-based layout manageradds a “constraints” layer property to the data structure for layers 324in the layer tree 322. The constraint-based layout manager is defined inthe incorporated file “LKConstraintLayoutManager.” The “constraints”layer property is an array of LKConstraint objects. Each LKConstraintobject describes one geometrical relationship between two layers 324 ofthe layer tree 322. Layout of the layers 324 in the layer tree 322 isperformed by fetching the constraints of each sublayer 324 and solvingthe resulting system of constraints for the frame of each sublayer 324starting from the bounds of the containing layer 324. The relationshipsbetween layers 324 are linear equations of the form: u=m v+c, where “u”and “v” are scalar values representing geometrical attributes (e.g.leftmost x position) of the two layers 324, and where “m” and “c” areconstants. Sibling layers 324 are referenced by name, using a “name”property of each layer 324. A special name “superlayer” is used to referto the superlayer of a given layer 324.

C. Render Tree and Animation

Now that we have an understanding of the layer tree 322 and its layers324, we turn to a discussion of details related to the render treeprocess 360 and render tree 362. As discussed previously, the rendertree process 360 has a data structure or render tree 362 that does notinterface with the application 302. Instead, explicit animation is madeto the render tree 362 by the explicit animation process 350, and therender engine 304 renders from the render tree 362. The render tree 362is similar to the layer tree 322 in that it contains a description ofthe layer hierarchy of the layers 324 found in the layer tree 322.Accordingly, the render tree 362 also includes a plurality of layers 364that are related in a hierarchical fashion and that are associated withthe layers 324 of the layer tree 322.

In contrast to the layer tree 322, the render tree 362 further includesanimation objects 366 added to the data structure of the layers 364 inthe render tree 362. For illustrative purposes, the animation object 366for one of the layers 364 is diagrammatically shown in FIG. 3 as anappended element to a node D1 that has been changed in the layer tree322 by the application 302. During processing by the animation processes(implicit and/or explicit), the animation object 366 is added to arepresentation of the layer 364 in the render tree 362 associated withthe changed layer 324 in the layer tree 324. In typical operation of theframework 310, adding the animation object 366 is implicitly invokedthrough an action that is an LKAnimation object. Details related toLKAnimation object are discussed below and are incorporated file“LKAnimation.”

The animation object 366 has a “key,” a “duration” property, and otherproperties and details discussed herein. The “key” is used to identifythe animation, and the “key” may be any string such that only oneanimation per unique key is added per layer 364 in the render tree 362.The special key “transition” is automatically used for transitionanimations of the layers 364. The “duration” property of the animationobject 366 defines the duration of the animation. If the “duration”property of the animation object 366 is zero or negative, it is given adefault duration, which can be either a particular value of atransaction property for the render process 300 or can be a defaultvalue of 0.25 seconds, for example.

D. Operation of the Framework in the Rendering Process

Given the details of the framework 310 discussed above, we now turn to adiscussion of how the framework 310 is used in the rendering process300. In FIG. 4, the rendering process 300 of FIG. 3 is shown in flowchart form as process 400. For the sake of understanding the discussionthat follows, reference is concurrently made to reference numbers ofcomponents in the rendering process 300 of FIG. 3 and to blocks of theprocess 400 of FIG. 4.

During operation, the application 302 obtains changes made to one ormore layers of the application's GUI system (Block 405). The application302 interfaces with the layer tree process 320 and commits the changes303 to the layer tree 322 (Block 410). As discussed previously, thechanges to the layer tree 322 are not immediately rendered by the renderengine 304. Instead, the layer tree process 320 changes the state of oneor more affected layers and sublayers 324 in the hierarchy of the layertree 322 (Block 415). In the example of FIG. 3, a node D1 has had itsstate changed from X to Y (e.g., the layer associated with node D1 hasbeen moved from one position to another position, has been resized fromone size to another size, etc.). The state change to the layer 324 inthe layer tree 322 may not include any animation or compositinginformation, and the state change may merely indicate to the layer treeprocess 310 the start and end states of the affected layers andsublayers 324 of the hierarchy in the layer tree 322.

The state change of the layers and sublayers 324 is then queued in aqueue 320 of the framework 310 (Block 420). The queue 330 is used tocommit the state changes to the implicit animation process 340 andperiodically determines whether to commit the state changes (Block 425).Preferably, multiple state changes to layers 324 in the layer tree 322are batched into atomic transactions that are committed together by thequeue 330. If it is not time to commit, then the process 400 can returnto obtaining additional state changes to the layer tree 322 by theapplication 310 at Blocks 405 through 415.

If it is time to commit, then the queue 330 commits the state changes tothe implicit animation process 340 (Block 430). The implicit animationprocess 340 includes default animation operations, but explicitoverrides can be made. Explicit overrides can be implemented by anappropriately programmed application using the “actions” property of thelayers. In addition, explicit overrides can be implemented using a“+defaultActionForKey:” method for implementing a default action for aspecified “key” on the layer and using a “−actionForKey:” method forimplementing an action for a specified key on the layer

The implicit animation process 340 determines what animation operationsto perform based on the state changes of the affected layers 324 in thelayer tree 322 (Block 435). This determination depends on the “context”of the state change. The context is based on various variables such asthe type of layer 324 being changed, the position of the changed layer324 in the hierarchy of the layer tree 322, any sublayers of the changedlayer 324, the type of change, etc. Details related to thisdetermination are provided in more detail later.

Once the animations have been determined, the explicit animation process350 then implements the determined animations on the associated layers364 in the render tree (Block 440). In particular, the explicitanimation process 350 implements the processes or steps of theanimations on the associated layers 364 in the hierarchy of the rendertree 362 in a transactional fashion. Eventually, the explicit animationsof the render tree 362 are committed to the render engine 304 forrendering and are eventually displayed (Block 445).

E. Additional Details of the Layer Kit Framework

We now return to FIG. 3 to discuss additional details of the framework310.

1. Transactions in the Framework

As noted previously, changes in the layers 324 associated with the layertree 322 are “percolated” to the render tree 362. In other words, thelayer tree process 320 and the render tree process 360 interact in atransactional model. Changes to the data structure of the layer tree 322are explicitly “flushed” or “committed” to the render tree 362 in orderto have a visual effect. This is similar to window backing storeflushing, where a group of changes appears atomically. The difference inthe framework 310 is that some of the changes are not necessarilyimplemented immediately and might implicitly require animation.

If new changes are committed before the explicit animation and rendertree processes 320 and 360 have completed animations of affected layers364, the processes 320 and 360 can still animate to the newly requestedstate smoothly from its current state, again without the application 302being involved. If the root (or a subtree) of the hierarchy associatedwith the layer tree 322 is changed to a completely new scene andcommitted to the render tree 362, for example, a default scenetransition can be explicitly invoked (e.g. 0.5-second dissolve or cubetransition can be implicitly applied).

Transactions are the mechanism used by the framework 310 for batchingmultiple operations to the layer tree 322 into atomic updates to therender tree 362. Details related to the transactions are included in theincorporated file “LKTransaction.” Every modification to the layer tree322 requires a transaction to be part of it. The framework 310 supportstwo kinds of transactions, “explicit” transactions and “implicit”transactions. The application 302 can call explicit transactions beforemodifying the layer tree 322 and can commit the explicit transactionsafter modifying the layer tree 322. Implicit transactions are createdautomatically by the framework 310 when the layer tree 322 is modifiedby the application's thread without an active transaction. The implicittransactions are committed automatically when the thread's run-loop nextiterates. In some circumstances (i.e., where there is no run-loop, orthe run-loop is blocked), it may be necessary to use explicittransactions to get timely updates to the render tree 362.

To handle transactions, the framework 310 defines an LKTransaction,which is an NSObject. Using the framework 310, new transactions can beinitiated, all changes made during a current transaction can becommitted to the render tree 362 and any extant implicit transactionscan be flushed. Preferably, implicit transactions are not committeduntil any nested explicit transactions have been completed. Transactionproperties can include “animationDuration” that defines a defaultduration in seconds for animations added to layers 364 and can include“disableActions” that suppresses implicit actions for property changes.

Use of transactions and implicit animation in the framework 310 offers anumber of advantages in the rendering process 300 of FIG. 3. In oneadvantage, the separate layer and render trees 322 and 362 keeprendering and display operations “clean.” For example, the application302 can provide an instruction for a layer 324 at a start-state “X” inthe layer tree 322 to be changed to an end-state “Y.” The layer treeprocess 320 implements that state change to the affected layer, and theapplication 302 can then immediately continue to operate as if theaffected layer 324 is at end-state “Y.” Separately, the explicitanimation process 350 and render tree process 360 of the framework 310process the associated layer 364 of the render tree 362 to animate itschange from start-state “X” to end-state “Y.”

In the rendering process 300, the application 302 no longer performs theanimation. Instead, the framework 310 performs the animation by firstdetermining the animation to perform with the implicit animation process340 and then implementing the determined animation with the explicitanimation process 350. Having the application “assume” the end-state forthe affected layer 324 of the layer tree 322 while having the framework310 animate the associated layer 364 of the render tree 362 to itsend-state allows multiple events and changes to be queued up with thelayer tree process 320 and queue 330 without the application 302 havingto do graphical programming and animation.

2. Animation in the Framework

As noted previously, the framework 310 determines what animations to usefor layers 324 changed by the application 302. The type of animationused can depend upon characteristics of a given context of theapplication's GUI currently being rendered for display. In the framework310, the animations between states are implicitly determined, and it isassumed that animations will be “gradual” to some extent. If a newposition for a layer tree layer 324 is set, for example, the associatedrender tree layer 364 is implicitly animated from its current positionto its new position via a default animation or transition to graduallyanimate the change. Similarly, when a new layer tree layer 324 is added,an associated render tree layer 364 will have a default “appearance”animation or transition (e.g., a 0.25-second materialize or dissolve).

Preferably, animation behaviors are programmable in the framework 310 byinvoking a predefined name of the animation (e.g., Push/Left, Swirl/In,etc.). The framework 310 can define various forms of animation and canhave a set of predetermined animations to be used. For example, someanimations in the framework 310 can be defined in a manner similar towhat is used in Synchronized Multimedia Integration Language.(Synchronized Multimedia Integration Language is technology developedand distributed by the World Wide Web Consortium, W3C). In addition,animations in the framework 310 can include animatable properties,attributes and filters of layers 324 and can include transitions betweenchanges in the layers 324 of the layer tree 322. Preferably, theframework 310 allows developers to make overrides of default values,such as timing controls for animations.

For example, the framework 310 can define a transition animationsubclass that contains various transition types such as “fade”,“moveIn”, “push”, and “reveal.” Because some transitions of theanimation model may be motion-based, the framework 310 can furtherdefine a property subtype for these transitions. The property subtypecan be used to specify the direction for the motion-based transitions.For examples, values for this property subtype can be “fromLeft,”“fromRight,” “fromTop,” “fromBottom,” and “fromCorner.”

Because animations may occur over a period of time, the framework 310can further define another property subtype for animations thatspecifies the amount of progress for the animation at which to begin andend execution. In one example, a timing function can define the pacingof the animation. The timing function can define a general keyframeanimation class to create an array of objects providing the value of theanimation function for each keyframe. Typically, a “keyframe” is a frameused to designate where changes occur in the animation. The framework310 can also define LKTimingFunction objects. If N number of keyframesare set for the animation, there would typically be N−1 objects in the“timingFunctions” array. Each function in the array describes the pacingof one keyframe to keyframe segment of the animation.

In addition, a path object can define the behavior of an animation. Eachpoint in the path object except for “moveto” points defines a singlekeyframe for determining the timing and the interpolation of theanimation. For constant velocity animations along a path, the animationcan be set to a calculated mode of “paced.” Other calculated modes caninclude “linear” and “discrete.”

For basic (i.e., single-keyframe) animations, the framework 310 candefine a subclass for interpolation objects that define the propertyvalues between which an animation is to be interpolated. Preferably, theobject type of the interpolation objects matches the type of theproperty being animated using the standard rules described inincorporated file “LKObject,” for example. Some supported modes forinterpolating animation include (1) interpolating between a “fromValue”and a “toValue,” (2) interpolating between a “fromValue” and (a“fromValue” plus a “byValue”), interpolating between (a “toValue” minusa “byValue”) and a “toValue,” (3) interpolating between a “fromValue”and the current presentation value of a property, (4) interpolatingbetween the layer's current value of a property in the render tree 362and a “toValue” for that property, (5) interpolating between the layer'scurrent value of a property in the render tree 362 and that value plus a“byValue”, and (6) interpolating between the previous value of aproperty in the render tree 362 and the current presentation value ofthat property.

To handle animations of multiple layers, the framework 310 can alsodefine an animation subclass for grouped animations to create an arrayof LKAnimation objects. Each member of the array can be run concurrentlyin the time space defined for a parent animation.

In addition to motion, transitions, and other animations disclosedherein, the framework 310 can allow layer properties to be animated aswell. For this, the framework 310 can include a set of ValueAnimationclasses. In one example, a FloatAnimation value may be defined in one ofthe ValueAnimation classes so that the X-position of a layer in the GUIcould be set to the FloatAnimation value that has been specified tooscillate between two values.

Furthermore, the animations defined in the framework 310 can includeanimatable filters for the layers. For example, the framework 310 candefine additional attributes for CIFilter objects that can be accessibleboth via the NSKeyValueCoding protocol and through declared properties.These additional attributes can be used to construct keypaths toexisting filters so that the framework 310 can set an attribute of afilter attached to a layer 364 and so that animations of the layers 364may access filter attributes via the key-paths. In this way, the filtersfor layers 364 can be animatable within the framework 310.

As used herein, a “key” is a string that identifies a specific propertyof an object. Typically, a key corresponds to the name of an accessormethod or instance variable in the receiving object. As used herein, a“key path” is a string of keys separated by “dots.” The key-path is usedto specify a sequence of object properties to traverse. The property ofthe first key in the sequence is relative to the receiver, and eachsubsequent key is evaluated relative to the value of the previousproperty. For example, the key path “address.street” would get the valueof the address property from the receiving object, and then determinethe street property relative to the address object.

In one example of animatable filters, a generalized filtering model mayinclude: maskop(mask, compositeop(layerop(layer),backgroundop(background)), background). Here, layerop can be a unaryimage operator that processes the foreground image. For example, layeropcould be used to add a glow to a layer. Backgroundop can be a unaryimage operator that processes the background image. For example,backgroundop could be used to ripple the background. In addition,compositeop can be a binary image operator that combines the foregroundand background, and it can default to source-over or to source-over withshadow if present. Finally, maskop can be a ternary operator that takesa mask and two images and blends them together.

Although the framework 310 preferably provides a number of defaultanimations, overrides can be made available to specify particularanimation behaviors. In this way, the GUI of the application 302 can beessentially programmed for “goal states,” and the framework 310 canhandle the details of animating the layers of the application's GUItowards those goal states. The application 302, therefore, can bedeveloped as if the application 302 is animating the layers of the GUI.However, the application 302 never truly animates the layers of the GUIwhen the implicit animations of the framework 310 are used.

3. Timing Functions of the Framework

The framework 310 defines a timing protocol called LKTiming that isimplemented by layers and animations. Details related to this protocolare included in the incorporated file “LKTiming.” The timing protocol ofthe framework 310 models a hierarchical timing system, with each objectdescribing the mapping from time values in the object's parent to localtime.

Absolute time is defined as “mach time” (i.e., machine time) convertedto seconds. A LKCurrentTime function is provided as a convenience forquerying the current absolute time. Conversions can also be made betweendifferent versions of time. The timing model of the framework 310 canallow animations to repeat their basic duration multiple times and canoptionally allow animations to play backwards before repeating.

Animations may use various timing functions defined in the framework310. For example, the timing functions in the framework 310 cangenerally be represented by segments of functions describing timingcurves. These functions can map input time normalized to a range such asbetween [0,1] to output time also in the range [0,1]. The timingfunctions for the framework 310 can be used to define the pacing of ananimation over its duration (or over the duration of one keyframe).Common timing functions can also be created and used in the framework310, such as “linear,” “easeIn,” “easeOut,” and “easeInEaseOut.” Inaddition, timing functions can be created that are modeled on a cubicBezier curve, where the end points of the curve are at (0,0) and (1,1)and where the two points “c1” and “c2” defined by the class instance arethe control points. Thus, the points defining the Bezier curve can be:“[(0,0), c1, c2, (1,1)].”

4. Other Forms of Time-Varying Images

Not all time-varying images, however, can be modeled as statetransitions of the layers from one state to another state. Some layers(e.g., Video, Flash or Quartz Composer) are “media layers” in that thesemedia layers have timing and other behaviors that are intrinsic to them.Because media layers may need to be representable as nodes in the layertree 322, the framework 310 includes a MediaLayer abstraction forinteracting with CoreVideo compliant media. The MediaLayer abstractionis used for the media layers 324 of the layer tree 322 that haveintrinsic animation and that have their appearance change as a functionof time. The media layers can reference a media file. The media can beabstract and needs to provide a compliant “frame for time” accessor forthe render tree process 360 to use and needs to provide a time mappingbetween the notion of time for the render tree process 360 and thenotion of time for the media in the media layer. All of the standardlayer attributes (Opacity, transform, shadow, etc.) can be applied inthe render tree process 360 for the media layer.

Other common objects for display in an application's GUI that haveintrinsic timing include the “pulsing button,” “rotating gear,”“progress bar,” animated GIF, or other similar objects. These can bespecified by a particular type of media layer that has its animationrepresented by a set of images. For this type of media layer, the layeritself can provide a time-varying method for drawing itself for eachframe when rendered from the render tree 362. For example, the framework310 samples this type of media layer at an appropriate number of timesand provides the frames as an atomic set to the render tree process 360.The render tree process 360 then plays out the animation (either in aone-shot fashion or, more typically, in a looped fashion) so that thelayer 364 can be animated for display.

5. Layer Resizing

A layer 324 can exhibit a number of behaviors when its frame rectangleis changed by the application 302. In a default mode, the bounds (i.e.,the coordinate system) are not changed, and the layer's contents aremerely scaled. Since a display list representing the content isresolution independent, the display list just needs to be replayedthrough the new current transformation matrix (CTM), which is used totransform the bounds and frame of the layers. The other mode of resizinga layer 324 is just to give the resized layer more or less “real-estate”and not to change the size of any of its items. In this case, anysublayers of the resized layer 324 are resized according to their autosizing information. This information relates how a sublayer's framechanges when its parent layer's bounds change. Because each layer 324retains its own drawing information, resizing can occur withoutnecessarily invoking drawing code of the application 302. The only caseswhere intervention by the application 302 may be necessary is when alayer's representation is a function of its bounds (such as textlayout). In this case, the application 302 may defer computing the newrepresentation for the text layer and can work with the oldrepresentation for the text layer until the resize is complete.

6. Attributes for Layers

Below is a detailed discussion of various attributes for layers that canbe defined in the framework 310. This discussion is not meant to beexhaustive of all of the attributes that can be used for layers and ismerely intended to provide a number of example attributes that can beused. Each layer can have one or more of these various attributes. Ingeneral, the framework 310 can use many of the attributes associatedwith Quartz. As is known in the art, Quartz is part of the Mac OS Xgraphics and windowing environment. In addition to the attributesassociated with Quartz, the framework 310 can define other attributesdiscussed below. Some of the attributes discussed below are referencedin terms of Quartz.

A “bounds” attribute for a layer is a CGRect type of attribute, which inQuartz is the data structure that represents the location and dimensionsof a rectangle. The “bounds” attribute gives a layer's intrinsic boundsin the coordinate system of the layer. In the framework 310 of thepresent disclosure, it may be desirable to also define attributes for afilter and a shadow coordinate system that can be used if a layer isscaled.

A “position” attribute is a CGPoint type of attribute, which in Quartzis the data structure that represents a point in a two-dimensionalcoordinate system. The “position” attribute defines the position of alayer in parent layer's coordinate system. This is the center of thelayer's bounds rectangle transformed to the parent layer's coordinatesystem.

A “parent” attribute defines a layer as a parent layer (e.g.,superlayer) in relation to other layers in the hierarchy of the datastructures. Similarly, a “children” attribute is an NSArray type ofattribute that defines sublayers. A “contents” attribute for a layer isa CGLayerRef type of attribute, which defines an opaque attribute typethat represents a Quartz layer. The “contents” attribute gives theresults of the last draw captured as a display list. The “contents”attribute can also be set directly, allowing the contents of a layer tobe set from a CGLayerRef.

An “hidden” attribute for a layer is a Boolean type of attribute. The“hidden” attribute is TRUE if the layer (and all of its sublayers) isnot to be displayed. This allows an object to stay in the layer tree butnot necessarily be rendered for display. When the state of thisattribute changes, the appropriate implicit animation (e.g., dissolve,appear, etc.) is performed on the layer.

“Flag” attributes for a layer are attributes that can be used forvarious purposes. For example, flag attributes can be provided forautoresize mask, content resize mask, and redraw. An autoresize maskflag can indicate whether the mask should be autoresized. A contentresize mask flag can be used to determine how to map content when alayer's bounds do not match its content's bounds. A needs redraw flagcan indicate that a redraw is needed when bounds of a layer change. To adeveloper, however, these flag attributes will simply appear as normalattributes.

An “extendedAttributes” attribute for a layer is defined in Apple'sNSDictionary class, which declares an API for objects that manageimmutable associations of keys and values. This attribute gives adictionary of extra attributes that can be set by calling the methodsetValue:forKey: on a layer. When these extended attributes are set on alayer, the render tree can preferably smoothly animate the value fromone state to another. A developer using the framework 310 to create anapplication, however, will not perceive any difference betweenattributes and extended attributes.

An “actions” attribute is also defined in NSDictionary. This attributegives a dictionary of animation behaviors, such as visibility animation,durations, etc. The dictionary maps property names to animation objects,which is how implicit animations are overridden as discussed previously.

As noted above, the framework 310 can have a number of attributesdefined in a dictionary for a layer. The dictionary contains additionalappearance attributes. These attributes and all layer attributes can beset via Key-Value Coding (KVC), which is a protocol of Apple's Cocoa forgetting and setting values generically. The attributes are added to thedictionary when set using KVC and are searched for in the dictionarywhen the attributes are looked up. If the attribute is not present andthe extended attribute dictionary has a “style” key (discussed below),the lookup continues recursively. If no value is found during the lookupprocess, a default value is adopted. This allows extended attributes toexist in a styling hierarchy and allows attribute bundles to beefficiently shared among multiple layers. Because the layer tree 322 isnot traversed at the frame rate (e.g., 280 of FIG. 2A), the lookupoperation for extended attributes may not be computationally expensive.An efficient render tree implementation would likely deal with flattenedattributes exclusively.

The following Table 2 provides a number of attributes that can be usedfor layers in the framework 310. Additional attributes or properties aredefined in the incorporated file “LKLayer.”

TABLE 2 Summary of Attributes Attribute Type Default Value Descriptionactions NSDictionary nil Dictionary that maps property names toanimation objects. autoresizingMask unsigned int 0 A bitmask thatdefines how a layer is resized when the bounds of its superlayerchanges. backgroundColor CGColorRef Clear Defines a color with which alayer's bounds will be cleared before it is drawn. This can also be acolor created from a pattern. Having this explicit allows the rendertree to perform occlusion culling. backgroundFilters NSArray of NullGives an optional set of filters that CIFilters filter the background ofa layer. borderColor CGColorRef black Defines the color of the borderfor a layer. borderWidth CGFloat 0 Defines the width of the border for alayer. bounds CGRect null Defines the coordinate system of a layer.composite CIFilter CISource- Gives a CIFilter that takes twoOverComposite inputs (inputImage and backgroundImage). Called to rendera layer onto the background image. compositeFilter CIFilter nil Gives aCoreImage filter used to composite the layer with its (possiblyfiltered) background. Implies source-over compositing. contentsCGImageRef nil Defines an object providing the contents of a layer.contentsGravity NSString resize Defines how the contents of the layer ismapped into its bounds rect. cornerRadius CGFloat 0 Defines the radiusof the corners of a layer. delegate id nil Defines an object that willreceive a LKLayer delegate method. doubleSided BOOL YES When falselayers facing away from the viewer are hidden from view. filters NSArraynil Gives filters to process a layer. hidden BOOL NO Defines whether alayer is to be displayed or not. layerFilters NSArray of Null Gives anoptional set of filters to CIFilters process a layer after rendering,but before compositing. layoutManager id nil Gives the objectresponsible for assigning frame rects to sublayers. mask Layer NullGives the layer to clip to. Clipping is performed by computing theeffective alpha mask of the layer (including mask layer's opacity).masksToBounds BOOL NO Gives an implicit mask matching a layer bounds isapplied to the layer when true. name NSString nil Gives the name of thelayer. opacity float 1 Gives opacity of a layer and cumulatively appliesto all sublayers. position CGPoint 0, 0 Defines the position of a layerin parent layer's coordinate system. shadowColor CGColorRef black Givesshadow color for layer. shadowOffset CGSize 0, −3 Gives shadow offsetfor layer. shadowOpacity float 0 Gives shadow opacity for layer.shadowRadius CGFloat 3 Gives shadow radius for layer. style NSDictionaryNull Gives the next dictionary in stack to search for attribute lookups.sublayers NSArray nil Gives the array of sublayers of a layer. Thelayers are listed in back to front order. transform LKTransform IdentityGives layer's orientation relative to parent's coordinate system. Thismatrix is applied in a space with the center of the layer at the origin(e.g., to rotate a layer about its center, this matrix should be a purerotation). zPosition CGFloat 0 Gives the Z component of the layer'sposition in its superlayer.

7. Methods or Functions of the Framework

In addition to the attributes discussed above, the framework 310 has anumber of methods or functions—some of which have already been discussedand some of which will now be discussed. A “drawSelf:” function is usedto draw a layer into a CGContext. In Quartz, the CGContext defines anopaque type of graphics context that represents a Quartz 2D drawingenvironment and that functions to create, manage, and operate on thedrawing environment. As is known in the art, Quartz 2D is atwo-dimensional drawing API that allows developers to produce many ofthe visual effects (e.g., translucency, drop shadows, etc.) used in theuser interface of Mac OS X. The render tree 362 needs the completedescription of layers 364 in order to provide animation so the functionis configured for the layer 364 to draw itself. A layer 364 thatprovides scrolling should just draw its entire contents. If anincremental update is to be performed on the scrollable view, then someof the view can be left blank for update later. This function is similarto an NSView drawSelf: function.

A “setValue:forKey:” function sets layer attributes to new values. Thiswill usually result in an animation in the render tree 362. If atransaction is open, the update will be appended to that transaction. Ifno transaction is open, an implicit transaction is created, and theupdate is added to that transaction so the update can be sent to therender tree 362 for processing. A “display” function can send displayinstructions externally. It is only necessary to call the displayfunction when the “drawSelf:” function needs to compute a new state forthe layer. A “layoutSublayers” function can be overridden by subclassersto be called when bounds of a layer change. If not overridden, thelayout of children layers will use auto-resizing when bounds changebecause auto-resizing is always used when bounds change.

To provide custom animations for certain events, the method“actionForKey:” can be overridden to return an LKAnimation object. Forexample, the method “actionForKey:” can be overriden when the “hidden”attribute changes, to specify “Swirl-In” as opposed to the defaultappearance animation. A “setAutoResizeMask:” function is similar toNSView's autoresize mask and can be used to controls the constraintsbetween a layer's frame and its superlayer's bounds.

An [LKTransaction begin] method can be used to open a transactionsession for a layer (and all of its sublayers). Transactions can nest.Only when the outermost transaction is closed is the data committed tothe render tree 362. An [LKTransaction commit] method ends the currenttransaction. Only when the outermost transaction is closed is the datacommitted to the render tree 362. An additional method can be providedto abort a current transaction so that the layer tree 322 can be resetto initial values.

8. Event Handling for Layers

The GUI for the application 302 will typically have layers thatincorporate interactive behavior for producing events. For example, alayer of the application 302 can represent a “button” of the GUI.Because a “button” in the framework 310 is made up of many sublayers(e.g., title, left-cap, center, right-cap, shadow), the hierarchy forinteracting with the “button” is likely to be much coarser grained thanthe layer tree 322. Accordingly, the framework 310 can provide aprotocol implemented by the layers 324 that provide interactivebehaviors (e.g., a mouse suite of methods, a keyboard suite, etc.).Alternatively, the layers 324 for the “button” or other interactiveevent can be aggregated into an interactive object defined in theframework 310 so that the individual layers 324 can be handled togetheras a group.

For example, the framework 310 can define action objects that respond toevents via the LKAction protocol. The LKAction protocol, which isincluded in the incorporated file “LKAction,” may be used to trigger anevent named as a “path” on a receiver function. The layer 324 on whichthe event happened is identified in the protocol, and arguments of theprotocol can carry various parameters associated with the event. When anaction object is invoked, it receives three parameters: the name of theevent, the layer 324 on which the event happened, and a dictionary ofnamed arguments specific to each event kind. There are three types ofevents: property changes, externally-defined events and layer-definedevents. Whenever a property of a layer 324 is modified, the event withthe same name as the property is triggered. External events aredetermined by calling a key path and looking up the action associatedwith the event name.

III. Resource Management with the Layer Kit Framework

As noted previously, separating the layer tree process 320 from therender tree process 360 offers a number of benefits in the framework 310of the present disclosure. In addition to these benefits, the framework310 of the present disclosure preferably improves resource managementusing a “dirty regions” technique and a “buffer handling” techniquediscussed below.

A. Dirty Region Technique

Preferably, operation of the render tree process 360 and render engine304 focuses on “dirty regions” of the render tree 362. The “dirtyregions” includes those layers 364 of the render tree 362 that need tobe rendered because changes have been made to those layers 364. Duringoperation, the render tree process 360 determines which regions (layer,sublayer, group of layers, etc.) have changed and appends the associatedlayers 364 with a change object, which is diagrammatically shown in FIG.3 as element 368. Change objects 368 are added to the data structure ofthe render tree 362 for the associated layers 364. The change objects368 are updated with each transaction of the render tree process 360 tokeep track of which layers 364 of the render tree 362 that have changedrelative to their immediate prior version.

During rendering and compositing, the marked layers 364 are then storedin a cache. The storage of the marked layers 364 accounts for therelationships of the layers 364 in the render tree 362 to one anotherand, in addition, accounts for changes to the layers 364 due toanimation. When a sublayer 364 is changed, for example, it is marked aschanged and any parent layer 364 of it in the render tree 362 is alsomarked as having something that has changed. The cache does not storethe actual contents (pixel information, etc.) of the layers 364. Rather,each affected layer 364 is stored. The cached layers 364 are then madeavailable to the render engine 360 for rendering. By focusing on the“dirty regions,” the render engine 304 can operate more efficiently andreduce the amount of image that is updated via compositing to only thoselayers 364 of the render tree 362 that have been modified since the lastcomposite operation.

B. Buffer Handling Technique

Rendering processes may not necessarily use resources efficiently (e.g.,memory, time, etc.). Referring to FIG. 6, one embodiment of a renderingprocess 600 to improve resource management is schematically illustrated.The rendering process 600 includes an application 610, one or morebuffers or backing stores 620, 625, a buffer handler 630, a framework640, a render engine 650, a frame buffer 660, scan-out hardware 670 anda display 680.

In much the same manner as discussed in previous embodiments, theframework 620 includes a layer tree (not shown) and a render tree (notshown), which require buffers in memory. The render engine 650 rendersinformation from the framework 620 and inputs the rendered informationinto the frame buffer 660, and the scan-out hardware 670 outputs theinformation from the frame buffer to the display 680. To improveresource management, the buffer handler 630 operates in conjunction withthe framework 640 and controls the buffers used for the layer treeand/or the render tree of the framework 640.

A process of how the buffer handler 630 manages buffers for the layertree of the framework 640 is shown in flow chart form in FIG. 7. For thesake of understanding in the discussion that follows, reference isconcurrently made to elements in the rendering process 600 of FIG. 6 andto blocks of the process 700 of FIG. 7. In general, the buffer handler630 can handle a set of the buffers 620 and 625 for each layer of theapplication's 610 GUI. In addition, more than two buffers 620 and 625can be used for each set.

Initially, an application 610 operating in the user space 602 of acomputer system writes GUI information to an initial buffer or backingstore B₀ 620 allocated in memory (Block 705). At some point, theapplication 610 may receive an update to a region (e.g., one or morelayers) of the GUI information in the initial buffer B₀ 620. Forexample, a user may make a change in the application 610 (e.g., a layermay be moved, resized, etc.) after the initial buffer B₀ 620 has beencreated. The buffer handler 630 is notified by the application 610 thata subregion of the initial buffer B₀ 620 is to be updated (Block 710).For example, as discussed above, changes made to the GUI information ofthe application 610 are committed to the layer tree (not shown) of theframework 640, which can then provide notice to the buffer handler 630.In response, the buffer handler 630 creates a new buffer B₁ 625 andcopies the entire contents from the initial buffer B₀ 620 to the newbuffer B₁ 625 except for the subregion 626 to be updated (Block 720).The framework 640 then uses the new buffer B₁ 625 for its graphicsanimation and compositing operations, and the render engine 650 rendersfrom the new buffer B₁ 625 (Block 725).

Subsequently, the buffer handler 630 notifies the kernel space 604 tomark the initial buffer Bo 620 as “purgeable” (Block 730). Marking theinitial buffer Bo 620 as “purgeable” means that the memory associatedthe initial buffer B₀ 620 can be reclaimed by the kernel space 604 ifneeded by the kernel during subsequent processing, otherwise the initialbuffer Bo 620 will be left as it is.

During subsequent processing, the application 610 obtains a new updateregion and notifies the buffer handler 630 (Block 735). The bufferhandler 630 determines from the kernel space 604 whether the initialbuffer Bo has been reclaimed (Blocks 740 and 745). If it has beenreclaimed (i.e., the kernel space 604 let the initial buffer Bo 620 bepurged during subsequent processing), then buffer hander 630 must getnew memory and create a new initial buffer B₀ (Block 750). Then, theapplication 610 writes to this new initial buffer B₀ (Block 755), andthe process 600 repeats. For example, the buffer handler 630 creates anew buffer B₁ (Block 715), copies all of the initial buffer B₀ into thenew buffer B₁ except of for the new update region (Block 720). Theframework 640 can process on the new buffer B₁ to implement animations,for example, and the render engine 650 renders from the new buffer B₁(Block 725), and the initial buffer B₀ is marked as purgeable (Block730), until the next new update region is obtained.

Advantageously, however, the initial buffer B₀ 620 that was marked aspurgeable at Block 730 may not have been reclaimed. If it has not beenreclaimed at Block 645 after the application 610 has received the newupdate region, then the buffer handler 630 may only need to update partof that old initial buffer B₀ 620 in order to use it again forprocessing. In this situation, the buffer handler 630 updates the oldinitial buffer B₀ 620 by copying into it the differences between it andthe previous updated region (Block 760). From this point, the oldinitial buffer B₀ 620 can be reused for processing. Accordingly, thebuffer handler 630 creates a new buffer B₁ (Block 715), copies all ofthe old initial buffer B₀ 620 into the new buffer B₁ except of for thenew update region (Block 720). The framework 630 process on and therender engine 650 renders from the new buffer B₁ (Block 725), and theold initial buffer B₀ 620 is again marked as purgeable (Block 730),until the next new update region is obtained.

The foregoing description of preferred and other embodiments is notintended to limit or restrict the scope or applicability of theinventive concepts conceived of by the Applicants. In exchange fordisclosing the inventive concepts contained herein, the Applicantsdesire all patent rights afforded by the appended claims. Therefore, itis intended that the appended claims include all modifications andalterations to the full extent that they come within the scope of thefollowing claims or the equivalents thereof.

What is claimed is:
 1. A method of rendering a user interface of anapplication on a computer system, comprising: receiving, from anapplication, a notification of a change to at least one property of atleast one first object, the at least one first object being associatedwith a user interface of the application; changing the at least oneproperty of the at least one first object from a first state to a secondstate; recording the change of state from the first state to the secondstate; evaluating a time period between the receiving and the recording;determining, when the time period meets a threshold, at least oneimplicit animation from a plurality of implicit animations for animatingat least one second object of a render tree structure responsive to thechange from the first state to the second state, the at least one secondobject being associated with the at least one first object, wherein theat least one implicit animation is automatically determined independentof the application; and rendering from the render tree structure, the atleast one second object on a display of a computer system, wherein therendering occurs at a frequency based at least in part on the threshold.2. The method of claim 1, wherein the frequency is based at least inpart on a refresh rate of the display.
 3. The method of claim 1, whereineach of the at least one first object and the at least one second objectcomprise layer objects selected from the group consisting of an imagelayer object, a graphic layer object, a text layer object, a vectorlayer object, and a media layer object.
 4. The method of claim 1,further comprising committing the change of the at least one property toa layer tree structure, wherein the layer tree structure comprises ahierarchy of a plurality of properties of the at least one first object.5. The method of claim 4, further comprising updating the render treestructure by adding an animation object that includes the determined atleast one implicit animation to the render tree structure, wherein therender tree structure and the layer tree structure are structurallysimilar.
 6. The method of claim 4, wherein the at least one propertycomprises visibility, wherein the change from the first state to thesecond state comprises an addition of the at least one first object tothe layer tree structure or a deletion of the at least one first objectfrom the layer tree structure, and wherein determining the at least oneimplicit animation comprises selecting a visibility-based animation foranimating an addition or a deletion of the at least one second objectassociated with the at least one first object.
 7. The method of claim 1,wherein the rendering further comprises implementing an explicitanimation on the at least one property of the at least one second objectresponsive to the automatically-determined at least one implicitanimation.
 8. The method of claim 1, wherein the rendering from therender tree structure comprises traversing the render tree structure. 9.The method of claim 1, wherein the at least one property comprisesposition, wherein: the change from the first state to the second statecomprises a change of the at least one first object from a firstposition to a second position for display, and; wherein determining theat least one implicit animation comprises selecting a motion-basedanimation for animating a change of the at least one second object fromthe first position to the second position.
 10. The method of claim 1,wherein the at least one property comprises visibility, wherein thechange from the first state to the second state comprises a replacementof the at least one first object with at least one new first object inthe layer tree structure, and wherein determining the at least oneimplicit animation comprises selecting a transition-based animation ofthe implicit animations for animating a replacement of the second objectwith at least one new second object associated with the at least one newfirst object.
 11. A computer system, comprising: a display device; amemory storing instructions of an application programming interface forrendering a user interface of an application; and a processoroperatively coupled to the memory and the display device and adapted toexecute the instructions stored in the memory to cause the processor to:receive, from the application, a notification of a change to at leastone property of at least one first object, the at least one first objectbeing associated with a user interface of the application; change the atleast one property of the at least one first object from a first stateto a second state; record the change of state from the first state tothe second state; evaluate a time period between the receiving and therecording; determine, when the time period meets the threshold, at leastone implicit animation from a plurality of implicit animations foranimating at least one second object of a render tree structureresponsive to the change from the first state to the second state, theat least one second object being associated with the at least one firstobject, wherein the at least one implicit animation is automaticallydetermined independent of the application, and; render from the rendertree structure, the at least one second object on a display of thecomputer system, wherein the rendering occurs at a frequency based atleast in part on the threshold.
 12. The system of claim 11, wherein thefrequency is based at least in part on a refresh rate of the display.13. The system of claim 11, wherein each of the at least one firstobject and the at least one second object comprise layer objectsselected from the group consisting of an image layer object, a graphiclayer object, a text layer object, a vector layer object, and a medialayer object.
 14. The system of claim 11, further comprisinginstructions to cause the processor to commit the change of the at leastone property to a layer tree structure, wherein the layer tree structurecomprises a hierarchy of a plurality of properties of the at least onefirst object.
 15. The system of claim 14, further comprisinginstructions to cause the processor to update the render tree structureby adding an animation object that includes the determined at least oneimplicit animation to the render tree structure, wherein the render treestructure and the layer tree structure are structurally similar
 16. Thesystem of claim 14, wherein the at least one property is visibility,wherein the instructions to cause the processor to change from the firststate to the second state comprises an addition of the at least onefirst object to the layer tree structure or a deletion of the at leastone first object from the layer tree structure, and wherein instructionsto cause the processor to determine the at least one implicit animationcomprises selecting a visibility-based animation for animating anaddition or a deletion of the at least one second object associated withthe at least one first object.
 17. The system of claim 11, wherein theinstructions to cause the processor to render further comprisesinstructions to cause the processor to implement an explicit animationon the at least one property of the at least one second objectresponsive to the automatically-determined at least one implicitanimation.
 18. The system of claim 11, wherein the instructions to causethe processor to render from the render tree structure comprisesinstructions to cause the processor to traverse the render treestructure.
 19. The method of claim 11, wherein the at least one propertyis position, wherein: the change from the first state to the secondstate comprises a change of the at least one first object from a firstposition to a second position for display, and; wherein determining theat least one implicit animation comprises selecting a motion-basedanimation for animating a change of the at least one second objectassociated with the at least one first object from the first position tothe second position.
 20. A non-transitory computer-readable storagemedium storing instructions for rendering a user interface of anapplication by one or more processors, wherein the instructions, whenexecuted, cause the one or more processors to: receive, from theapplication, a notification of a change to at least one property of atleast one first object, the at least one first object being associatedwith a user interface of the application; change the at least oneproperty of the at least one first object from a first state to a secondstate; record the change of state from the first state to the secondstate; evaluate a time period between the receiving and the recording;determine, when the time period meets the threshold, at least oneimplicit animation from a plurality of implicit animations for animatingat least one second object of a render tree structure responsive to thechange from the first state to the second state, the at least one secondobject being associated with the at least one first object, wherein theat least one implicit animation is automatically determined independentof the application; render from the render tree structure, the at leastone second object on a display of the computer system, wherein therendering occurs at a frequency based at least in part on the threshold.